////////////////////////////////////////////////////////////////////////////////
// Filename: light.ps
////////////////////////////////////////////////////////////////////////////////

#include "lightConstBuffer.hlsl"
/////////////
// GLOBALS //
/////////////
Texture2D shaderTexture;
SamplerState SampleType;

//////////////
// TYPEDEFS //
//////////////
struct PixelInputType
{
    float4 position : SV_POSITION;
    float2 tex : TEXCOORD0;
	float2 velocityUV : TEXCOORD1;
};


struct PixelOutputType
{
    float4 color : SV_Target0;
    float4 pixelVelocity : SV_Target1;
};



////////////////////////////////////////////////////////////////////////////////
// Pixel Shader
////////////////////////////////////////////////////////////////////////////////
PixelOutputType psShader(PixelInputType input) : SV_TARGET
{
	PixelOutputType output;
	
	// Sample the color from the texture and store it for output to the render target.
	output.color = shaderTexture.Sample(SampleType, input.tex);   
	
	// Store the normal for output to the render target.
	output.pixelVelocity = float4(input.velocityUV.xy, 1, 1);
	output.pixelVelocity = float4(1, 1, 1, 1);
	return output;
}
